[LDT2] Zhavier ([Anarchy]/Strength/Growth) Dreamfire ([Blood]/Feral/Present)

@Dreamfire

GLHF!

P1T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Nautical Dog
Scorch


WORKERS
Scorch


NextHand

Careless Musketeer
Charge
Bombaster
Bloodburn


Discard

Mad Man
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre 3/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

No upgrade issues here, so he will need to try to setup a lot of damage to take down my tech 2 before I get Molac on the table. Calamandra seems like a possible candidate to cause trouble. I am probably putting down rook and tech 1 next turn. Behind the ferns seems like something i should watch for. Birds will be good early. He could do a lot of damage with crashbarrows. If he rushes barrows, I might have enough opening to play molac, not sure.

GL HF!

P2T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bloodburn
Mad Man
Bombaster
Charge


WORKERS
Bloodburn


NextHand

Pillage
Nautical Dog
Careless Musketeer
Makeshift Rambaster


Discard

Mad Man
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (2/2)
  • :pschip: [I]Technician[/I]: Bloodrage Ogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

That’s a scary opening by Zhavier, but at least my opening hand gives me some options (not so much for my next turn though).
Any two things I play can be killed, assuming he has one of Madman, Rambaster & Charge in his next hand. So a hero would just be giving away free levels.
I’m probably best off just patrolling Brogre and Bombaster for trades and goodies. If Zhavier trades, we’re even in gold but I’m up a card. There’s a small chance that he’ll Pillage my scav gold, but that’ll just leave me further ahead on cards.
In the long run, I don’t see how I can beat MoLaC, so I think my best bet is a Blood base race, maybe with Bugblatters and frogs. With that in mind I’m almost tempted to play Bloodburn, but it’s just too slow.

P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Bird’s Nest


STARTING HAND
Bombaster
Careless Musketeer
Bloodburn
Charge


WORKERS
Scorch
Bloodburn


NextHand

Pillage
Bird’s Nest
Bloodrage Ogre
Charge
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Rook - ($0)
Brogres Trade

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

So far so good. Charge and dog could kill rook, but that means no tech 1 for him, which would be great for the base race portion, not so great for the bird’s. Acceptable loss.

P2T2


Tech StartingHand Workers

TECH
Bloodlust
Huntress


STARTING HAND
Nautical Dog
Careless Musketeer
Makeshift Rambaster
Pillage
Scorch


WORKERS
Bloodburn
Scorch


NextHand

Huntress
Makeshift Rambaster
Charge
Mad Man


Tech 2 card(s)
Get Paid - ($6)
Technician draw
Worker - ($5)
Nautical Dog - ($4)
Careless Musketeer - ($2)
Tech 1 - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog (1/1)
  • :pschip: [I]Technician[/I]: Careless Musketeer (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Rook isn’t a surprise, but he is a problem. Once again, I can’t play a hero safely: Zhavier needs just 1 hasty damage to get through Bombaster in SQL, then midband Rook can walk past a lone patroller and squash a backline hero. That’s bad because it brings him very close to maxband. Enough said.
I could patrol two guys in addition to Bombaster, just to keep contesting the board. I could even play a hero behind them, at the cost of delaying tech 1. But the only spell I’d really like to play off that is Murkwood Allies, which I won’t be able to afford next turn without falling too far behind in tech.
So I’ll keep my options for next turn open, between Cala to threaten stealth (maybe with Heroes’ Hall), midband Drakk for explosive aggression, and a rush to tech 2. I’m teching stuff that could help against a Bird’s Nest, which is likely to hit the board next.

P1T3


Tech StartingHand Workers

TECH
Blooming Ancient
Might of Leaf and Claw


STARTING HAND
Pillage
Makeshift Rambaster
Bloodrage Ogre
Charge
Bird’s Nest


WORKERS
Scorch
Bloodburn
Pillage


NextHand

Gunpoint Taxman
Mad Man
Bombaster
Careless Musketeer


Discard

Charge
Makeshift Rambaster
Bloodrage Ogre
Blooming Ancient
Might of Leaf and Claw


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bird’s Nest - ($3)
Charge a bird, kill Careless Musketeer - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nautical Dog 1/1
  • :pschip: [I]Technician[/I]: Bird 1/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird’s Nest
  • Bird 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Hmm, the flood was a good idea on his part. It wouldn’t be that great a stretch to lose rook here, but putting dog in front is even worse. I can live with losing rook, I think, as it will cost him the tech race.

P2T3


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Huntress
Mad Man
Makeshift Rambaster
Charge
Pillage (technician draw)


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Bloodlust
Careless Musketeer
Bloodrage Ogre
Nautical Dog


Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Drakk - ($4)
Mad Man - ($3)
Nautical Dog, Mad Man and Bombaster trade with Rook, Drakk to lvl 3, Bird’s Nest to discard
Huntress - ($1)
Drakk to midband - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Huntress (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk lvl 4 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I’m definitely killing Rook this turn, the question is how.
Option 1: midband Drakk, Madman and Dog trade with Rook. PROs: my hand size stays up, and maxband Drakk puts a lot of pressure on Zhavier, which might make him delay tech 2. CONs: vulnerable to birds, which can safely kill Drakk in 2 turns (less with Zane shenanigans).

Option 2: Madman+Dog+Bombaster trade with Rook, play and patrol Huntress, midband Drakk. PROs: relatively safe against birds, I can level Drakk to heal him if necessary. CONs: fewer cards, less pressure.

Option 3: Charge Huntress, she hits Rook and survives, trade Dog to finish him. PROs: leaves me with the strongest board overall. CONs: Drakk is least safe.

All in all, I think option 2 is the best-balanced: Drakk poses a threat, and can’t be taken out by something as simple as midband Zane. If he dies, I’ll tech up next turn and go for frogs and Bugblatters as originally planned. If he survives, I might stay at tech 1 for a while to keep the pressure, possibly with a Heroes’ Hall.

P1T4


Tech StartingHand Workers

TECH
Surprise Attack
Surprise Attack


STARTING HAND
Gunpoint Taxman
Bombaster
Mad Man
Careless Musketeer


WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer


NextHand

Bird’s Nest
Surprise Attack
Might of Leaf and Claw
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman - ($4)
Tech 2 Growth - ($0)
Birds and Dog trade with Huntress

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Ok, so my tech 2 is kinda in danger, but probably only if he foregoes his tech 2. Surprise attack seems like my best fallback plan, if he does, and has the benefit of helping molac. Skipping tech 2 to kill drakk doesnt seema as good. Wish I could patrol in technician, but thats just makeing it too easy for drakk to kill it.

Edit: forgot to write my Heroes’ Hall down

P2T4


Tech StartingHand Workers

TECH
Murkwood Allies
Kidnapping


STARTING HAND
Bloodlust
Bloodrage Ogre
Nautical Dog
Careless Musketeer


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Argonaut
Argonaut
Mad Man


Discard

Huntress
Nautical Dog
Bloodlust
Careless Musketeer
Murkwood Allies
Kidnapping


Tech 2 card(s)
Get Paid - ($8)
Skip worker
Nautical Dog - ($7)
Bloodrage Ogre - ($5)
Bloodlust on Dog and Ogre - ($3)
Dog trades with Taxman
Ogre breaks your tech 2
Heroes’ Hall - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Drakk lvl 4 (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Growth tech 2, right on schedule… He’s drawing into a pretty fat deck though, so maybe he doesn’t have MoLaC in hand yet?
The real question is, am I willing to take that risk? Probably not.
I’ll have to empty my hand to break his tech 2, but at least I can set up a Heroes’ Hall, and have something else to sink gold into next turn.
I highly doubt I’ll actually get to draw the cards I’m currently teching…
In fact, I’d rather skip a worker to increase my odds of drawing an Argo next turn, and maybe getting to the end of my deck?
…
After the draw: when it rains, it pours… got both Argo’s, which I’m highly unlikely to want to play together. I’ll probably maxband Drakk, play one Argo, and bring in a 2nd hero.

P1T5


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Artisan Mantis


STARTING HAND
Surprise Attack
Makeshift Rambaster
Bird’s Nest
Might of Leaf and Claw


WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer
Bird’s Nest


NextHand

Blooming Ancient
Mad Man
Bombaster
Nautical Dog


Discard

Gunpoint Taxman
Surprise Attack
Makeshift Rambaster
Might of Leaf and Claw
Might of Leaf and Claw
Artisan Mantis


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane - ($5)
Surprise Attack - ($0)
Sharks kill Drakk, my base takes 1
rebuild tech 2
Zane trades with Ogre

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Yea, that was worse than i thought :stuck_out_tongue: and my hand is not great for responding. If I had molac in my next hand… ah well. If I were to leave drakk, I could max Arg and make him work to get through, or just play rook and bird’s, but that makes it a little too easy to break through. If I clear both our boards, his only haste is mad man and rambaster, and an expensive charge. and he only has 3 cards. bah, let’s see how the board clear goes.

P2T5


Tech StartingHand Workers

TECH
Murkwood Allies
Research & Development


STARTING HAND
Argonaut
Argonaut
Mad Man


WORKERS
Bloodburn
Scorch
Pillage
Argonaut


NextHand

Bombaster
Makeshift Rambaster
Charge


Discard

Huntress
Nautical Dog
Bloodlust
Careless Musketeer
Murkwood Allies
Kidnapping
Bloodrage Ogre
Mad Man
Murkwood Allies
Research & Development


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Argonaut - ($5)
Geiger - ($3)
Calamandra - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argonaut (3/4A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Geiger lvl 1 (2/3)
  • :pschip: [I]Technician[/I]: Calamandra lvl 1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

If my board survives, I’m guessing I tech up and maxband Geiger next turn. Teched cards would be Bugblatter X2, or maybe Bugblatter plus another copy of R&D. If my board dies, I don’t think it matters what I do.

P1T6


Tech StartingHand Workers

TECH
Bird’s Nest
Thunderclap


STARTING HAND
Bombaster
Nautical Dog
Blooming Ancient
Mad Man


WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer
Bird’s Nest


NextHand

Might of Leaf and Claw
Surprise Attack
Bloodrage Ogre
Charge


Tech 2 card(s)
Get Paid - ($9)
Blooming Ancient - ($5)
Argagarg BA+2 - ($3)
Mad Man BA+1 - ($2)
Rook, BA+1 - ($0)
Move runes to mad man, kill Argonaut

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook 2/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp 0/1
  • :pschip: [I]Technician[/I]: Argagarg 1/3, lvl 1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Blooming Ancient 2/4
  • Mad Man 5/2, +4 Runes
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Worst case, I face a bunch of frogs, or he spends a bunch of cards and stealth kills ancient, but that just results in my doing surprise attack against a pretty empty board. if he kills arg, then I have even better chance of molac draw

Can’t stop the Growth engine. GG!

@Bob199

1 Like

Your Drakk plays were making me pretty scared for a bit there. But i actually think you would have been better off going for crashbarrows or behind the ferns to break my stuff.

2 Likes